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authorpryazha <pryadeiniv@mail.ru>2025-02-06 12:38:09 +0500
committerpryazha <pryadeiniv@mail.ru>2025-02-06 12:38:09 +0500
commit926cbd0d49890772f911e6a6bedb7835605ced89 (patch)
treeea27e2c84e32ab6d8d29af9e61cd432e30a46bc6 /advanced_lighting/blinn_phong/blinn_phong.c
parentbf1c59565096ac9774493846cfb15e259d3b0e66 (diff)
change
Diffstat (limited to 'advanced_lighting/blinn_phong/blinn_phong.c')
-rw-r--r--advanced_lighting/blinn_phong/blinn_phong.c210
1 files changed, 0 insertions, 210 deletions
diff --git a/advanced_lighting/blinn_phong/blinn_phong.c b/advanced_lighting/blinn_phong/blinn_phong.c
deleted file mode 100644
index 88bd294..0000000
--- a/advanced_lighting/blinn_phong/blinn_phong.c
+++ /dev/null
@@ -1,210 +0,0 @@
-#include "pwyazh.h"
-
-#include "GL/glew.h"
-#include "GLFW/glfw3.h"
-
-#include "pwyazh_GL.h"
-
-#include "common.h"
-
-static S32 global_width = 1024, global_height = 768;
-static Input global_input;
-static V3F camera_dp = (V3F){ 0.0f, 0.0f, 0.0f };
-
-void
-key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
-{
- switch (action)
- {
- case GLFW_PRESS: {
- switch (key)
- {
- case GLFW_KEY_D: {
- global_input.move_right.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_W: {
- global_input.move_forward.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_A: {
- global_input.move_left.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_S: {
- global_input.move_backward.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_E: {
- global_input.move_up.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_Q: {
- global_input.move_down.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_SPACE: {
- global_input.jump.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_RIGHT: {
- global_input.action_right.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_LEFT: {
- global_input.action_left.state = KeyState_PRESS;
- } break;
- case GLFW_KEY_ESCAPE: {
- global_input.exit.state = KeyState_PRESS;
- } break;
- }
- } break;
-
- case GLFW_RELEASE: {
- switch (key)
- {
- case GLFW_KEY_D: {
- global_input.move_right.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_W: {
- global_input.move_forward.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_A: {
- global_input.move_left.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_S: {
- global_input.move_backward.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_E: {
- global_input.move_up.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_Q: {
- global_input.move_down.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_SPACE: {
- global_input.jump.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_RIGHT: {
- global_input.action_right.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_LEFT: {
- global_input.action_left.state = KeyState_RELEASE;
- } break;
- case GLFW_KEY_ESCAPE: {
- global_input.exit.state = KeyState_RELEASE;
- } break;
- }
- } break;
- }
-}
-
-void
-resize_callback(GLFWwindow* window, int width, int height)
-{
- global_width = width;
- global_height = height;
- glViewport(0, 0, global_width, global_height);
-}
-
-void
-error_callback(int error, const char *desc)
-{
- fprintf(stderr, "[ERROR] GLFW: %s\n", desc);
-}
-
-void
-update(State *state)
-{
- V3F camera_dv = get_dv_camera_orbital(&global_input, state->camera.pos,
- v3f_zero(), state->dt, 2.0f);
- camera_dp = v3f_add(camera_dp, camera_dv);
- camera_dp = v3f_scalef(camera_dp, 0.8f);
- state->camera.pos = v3f_add(state->camera.pos, camera_dp);
-
- input_update_last_state(&global_input);
-}
-
-void
-render(State *state, U32 shader, U32 texture)
-{
- MAT4 projection, view, model;
-
- glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- projection = perspective(state->camera.fovx, (F32)global_width/(F32)global_height,
- state->camera.near, state->camera.far);
- view = look_at(state->camera.pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
- model = mat4_identity();
-
- glUseProgram(shader);
- shader_set_mat4fv(shader, "projection", projection);
- shader_set_mat4fv(shader, "view", view);
- shader_set_mat4fv(shader, "model", model);
- glBindTexture(GL_TEXTURE_2D, texture);
- mesh_draw(state->mesh);
- glBindTexture(GL_TEXTURE_2D, 0);
- glUseProgram(0);
-}
-
-int
-main(void)
-{
- GLFWwindow *window;
- Arena *arena;
- State state;
- F64 time, last_time;
-
- glfwSetErrorCallback(error_callback);
-
- if (glfwInit() == GLFW_FALSE)
- return(1);
-
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_SAMPLES, 4);
- window = glfwCreateWindow(global_width, global_height, "Blinn-Phong shading", 0, 0);
- if (!window)
- goto error;
-
- glfwSetKeyCallback(window, key_callback);
- glfwSetWindowSizeCallback(window, resize_callback);
-
- glfwMakeContextCurrent(window);
-
- if (glewInit() != GLEW_OK)
- goto error;
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_MULTISAMPLE);
-
- glEnable(GL_CULL_FACE);
-
- /* NOTE(pryazha): init */
- arena = arena_alloc(Megabytes(64));
-
- state.camera = (Camera) {v3f(0.0f, 0.0f, 3.0f), 90.0f, 0.1f, 1000.0f };
-
- U32 blinn_phong_shader = create_shader_program("shaders/blinn_phong.vs",
- "shaders/blinn_phong.fs");
- U32 mesh_texture_diffuse = load_texture("../../data/textures/oak_veneer_01_diff_4k.jpg");
- state.mesh = mesh_load_obj(arena, "../../data/models/cube.obj");
-
- last_time = glfwGetTime();
-
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
- if (key_first_press(global_input.exit))
- glfwSetWindowShouldClose(window, GLFW_TRUE);
- update(&state);
- render(&state, blinn_phong_shader, mesh_texture_diffuse);
- glfwSwapBuffers(window);
-
- time = glfwGetTime();
- state.dt = time-last_time;
- last_time = time;
-#if 0
- fprintf(stdout, "[INFO]: dt: %f\n", state.dt);
-#endif
- }
-
- glfwTerminate();
- return(0);
-
- error:
- glfwTerminate();
- return(1);
-}